Timberborn hits the big 1.0 really soon on March 12th, and they've teased a huge addition coming to the game with automation that sounds exciting. Easily one of the most fun city-builders I've played in a long time, it really is wonderful and this new feature will make it even better. Works great on Linux with Proton too.
The developers said:
Yup! In Timberborn 1.0, you can build and develop your settlements in ways you’ve never thought possible, thanks to the fever dream of all beaver engineers:
Automation!
As long-time enthusiasts of the city-building genre, we went full-on with this feature. We’ve added over 20 new objects to the game that all work together, allowing you to control how your city functions by itself. Using sensors, counters, timers, and relay logic, you can automate operations of your buildings, choose where the water flows as conditions change, customize the power grid’s behavior, decide when some parts of the city open, and much, much more.
Automation naturally extends Timberborn’s city-building mechanics, deepening the gameplay, reducing micromanagement, and allowing you to increase your beavers’ efficiency. And the best part is that automation is extremely scalable, making it a great tool for all players.
On a basic level, you could simply open and close your floodgates based on the water level in your reservoirs and maybe set off some fireworks when the badtide ends. Take it a step further and pause your Lumber Mills when you are running low on logs. Go crazy and build a fully automated utopia run by arrays of relays, gates, and valves - just make sure you hook them up correctly. Your beavers’ lives depend on it.
For us, automation is a true cherry on top - something that we’ve always hoped to add to Timberborn. We’re super-proud we managed to pull it off in time for the 1.0 release.
See the new teaser below:

Direct Link
See a lot more about the upcoming automation feature in the announcement.
I am now far more excited, and I was already quite hyped about the 1.0 launch.
If you want to try automation now (assuming you own the game of course), just switch to experimental. Was playing with the new sensors and logic systems last night, quite interesting, and flexible.
The experimental 1.0 branch did become unstable for me (on Mint) after they did a GFX overhaul a couple of months back (new sky box with clouds, trees that now sway in the breeze etc). It would crash as soon as the sky moved into view (all mods disabled). Switching back to stable and all was well again.
Had another go with experimental last night, played several house and the game was rock solid (on Mint 22.3). No idea if this was a game update, or changes to Proton, or Mesa, but either way, not a single glitch and I played long enough to drop a Wonder down (not finished building it yet).




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